Difference between revisions of "Repetitive Gameplay"
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=== Narration Aspects === | === Narration Aspects === | ||
− | [[Repetitive Gameplay]] can be difficult to combine with [[Narration Structures]] unless they are also based upon repetition, e.g. the story structures in the movies ''Groundhog Day'' or ''Edge of Tomorrow''. | + | [[Repetitive Gameplay]] can be difficult to combine with [[Narration Structures]] unless they are also based upon cyclic repetition, e.g. the story structures in the movies ''Groundhog Day'' or ''Edge of Tomorrow''. While [[The Legend of Zelda: Majora's Mask]] does have such as structure, the amount of gameplay available in each cycle makes this game not have [[Repetitive Gameplay]]. |
== Consequences == | == Consequences == |
Revision as of 14:19, 15 August 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
Generic Adversaries, Grinding, Pottering
One way of Repetition of Position Draws
Potentially Conflicting With
Value of Effort Player Agency,
Narration Aspects
Repetitive Gameplay can be difficult to combine with Narration Structures unless they are also based upon cyclic repetition, e.g. the story structures in the movies Groundhog Day or Edge of Tomorrow. While The Legend of Zelda: Majora's Mask does have such as structure, the amount of gameplay available in each cycle makes this game not have Repetitive Gameplay.
Consequences
Can Instantiate
Cognitive Engrossment, Sensory-Motoric Engrossment, Spatial Engrossment, Value of Effort
Can Modulate
Relations
Can Instantiate
Cognitive Engrossment, Sensory-Motoric Engrossment, Spatial Engrossment, Value of Effort
Can Modulate
Can Be Instantiated By
Generic Adversaries, Grinding, Pottering
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
Player Agency, Value of Effort
History
New pattern created in this wiki.
References
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Acknowledgements
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